Tailor Archive

Thread: Tensile Resist Mods work or not...? Help with the debate pls... :/

u962281
Fri Aug 26, 2005 2:05 pm
#1


Hello-


I just made a full run of +16 (Melee/Ranged Defense) Tensile Resist tissues (not easy , it takes really good resources, and a ton of &^%$& milk). I advertised them for sale on my server trade forum and promptly got inundated with posts claiming those mods don't work.


Please tell me they are wrong and that these work. I had to spend money to obtain enough resources to fill the stack for the full run. If I have wasted my time and money, I may just break down and cry...


Anyway, hoping some knowledgeable Tailors could help me out on the debate.



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Martimus
Fri Aug 26, 2005 3:55 pm
#2

They do work as far as being able to put them into clothing, and adjusting your character sheet when you put the clothes on. I put a batch through last night, and everything seemed fine. If it does not work, its news to me.



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u962281
Fri Aug 26, 2005 4:36 pm
#3

OK, that is the impression I am under also. I think these folks are using info from a couple pubs ago...


I see a major difference in performance when my (low CL) crafter gets jumped by mobs when I have the clothing on.





Altre Monserrat - Elder Bounty Hunter (nee MBH/Master Pistoleer)
Aaden Monserrat - Elder Jedi
Borrola - Master BioEngineer/Master Rifleman (retired by the NGE)
Tyke Destin - Elder Master Shipwright (retired by the NGE)
Pappi
Fri Aug 26, 2005 4:36 pm
#4

since we don't know how defense is calculated, and everyone says different, there isn't a definite answer as to if they work or not. they certainly don't reduce damage, but I don't think anyone did any tests otherwise.




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Baracca
Sun Aug 28, 2005 6:57 am
#5

I accidentally tested the clothingthe other dayand they are working fine.


First time was when I went out to the factory wearing regular towny clothing, saw3 ravenous tortonstoo close tomy factory, decided to be Miss Uber, equip the pike and start hitting on one. All 3 agrod and attacked, took my health down and I incapped. As I lay pondering my stupidity and why that went so badly so fast, realized I had no defenses on. Got up equipped the defensive clothing, did an area attack, they agrod & although they still hit hard enough, the damage was lessened so that I actually got to fight them awhile ... before getting incapped again that is. My health went down much slowerdue to the defensive clothing.


I've tested a couple other times since, equipping and unequipping be'd formfitting shirt under my armor during fighting and did note a difference in how hard I was getting hit by the agro. Had a couple guildies do the same & they reported they saw the difference as well.


Hope this helps.

Sere






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SrinKnorei
Sun Aug 28, 2005 3:37 pm
#6

i believe that melee/ranged defense is a chance to miss or dodge, rather than a damage reduction.

it does not appear that the +101 chef food (vegesparitine i think its called) actually reduces melee damage numbers, but the top of the top BHs have been using it when they go after their jedi marks, so i assume that it works because these people have done their research thoroughly (trodad on the eclipse server for instance is very, very taleneted, and i see it often accompanying his name)

what we figured out is that it had to be a chance for the other person to miss you. so i would assume that melee/ranged defense does work.



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MeciniaLua
Sun Aug 28, 2005 6:27 pm
#7






SrinKnorei wrote:
i believe that melee/ranged defense is a chance to miss or dodge, rather than a damage reduction.

it does not appear that the +101 chef food (vegesparitine i think its called) actually reduces melee damage numbers, but the top of the top BHs have been using it when they go after their jedi marks, so i assume that it works because these people have done their research thoroughly (trodad on the eclipse server for instance is very, very taleneted, and i see it often accompanying his name)

what we figured out is that it had to be a chance for the other person to miss you. so i would assume that melee/ranged defense does work.





This is what I think too.


The Devs originally posted that the more accuracy was greater than defense the more damage you did. However folks have noticed that raising your defense this is not entirely true. Still I have many customers that swear by the defense clothes and still ask for them, I can't see them coming back for more if they didn't work in some way. Whether its working as intended I don't know .





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gera
Mon Aug 29, 2005 4:37 am
#8

Here is truth:


THEY ARE NOT WORKING! Period.


How did we test:


1. Attacking without clothes. Result: X number of damage, Y number of Miss/Hit ratio


2. Attacking with clothes: Result: Still X number of damage, Y number of Miss/Hit ratio



Damage should be mitigated when Melee / Ranged Defense increased because of Defense vs Accuracy changes with Combat Upgrade, so Miss / Hit ratios.


Final Result:


TENSILE RESISTANCE MODS STICK TO "CHARACTER SHEET" but IS NOT CALCULATED IN COMBAT!








Armor removed from Jedi so they can be kited 'as designed' - Blixtev

SlothDroid
Mon Aug 29, 2005 6:16 am
#9

Just tested it myself too...


with or without clothing i take the same amount of damage


my clothing cosists of 1 BE item (+14 m/r def), 1 CA (+8 melee def) and a lightweight millitary pack (+3 melee def)


so it is not just BE mods that don't work, but melee/ranged on clothing in general.


-----------------------------------------------


now just tested the BE terrain negotiation mods, they are most definately working. i can run faster uphill when wearing - i walk up without wearing the clothing. my base TN is 0 making the difference very noticable.



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Sylow
Mon Aug 29, 2005 7:48 am
#10

Tell what level you are and tell what level you tested against. By now it was confirmed from several sources, that the system actually works like this: the defence of the target is substracted from the accuracy of the attacker. Based on the result the inflicted damage is determined. This damage always is between the minimum and maximum damage of the used weapon.


This results to the following effects:



  • if your defence is already significally higher than the accuracy of the attacker, the damage you take is already the minimum damage. Increasing your defence any further will not give you a bonus any more against this specific target.

  • if your defence is singifically lower than the accuracy of the attacker, the inflicted damage always is maximum damage. Increasing your defence by a mere 20 points might not be enough to lead to any visible result.

From all the testing i read, i never saw numbers of levels. Correct testing would be to fight against the very same kind of creature of the very same level. (Pay attention, lairs often spawn creatures with different levels. One level more or less can seriously mess up your results. Also take care that the creature really is the same. A female tusk cat can have slightly different ratings than a male one, for example.)


I don't want to claim that it's working or not, but i've seen several contradicting reports, would be good to come to one coherent result, based on solid testing.








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MeciniaLua
Mon Aug 29, 2005 9:48 am
#11






Sylow wrote:

Tell what level you are and tell what level you tested against. By now it was confirmed from several sources, that the system actually works like this: the defence of the target is substracted from the accuracy of the attacker. Based on the result the inflicted damage is determined. This damage always is between the minimum and maximum damage of the used weapon.


This results to the following effects:



  • if your defence is already significally higher than the accuracy of the attacker, the damage you take is already the minimum damage. Increasing your defence any further will not give you a bonus any more against this specific target.

  • if your defence is singifically lower than the accuracy of the attacker, the inflicted damage always is maximum damage. Increasing your defence by a mere 20 points might not be enough to lead to any visible result.

From all the testing i read, i never saw numbers of levels. Correct testing would be to fight against the very same kind of creature of the very same level. (Pay attention, lairs often spawn creatures with different levels. One level more or less can seriously mess up your results. Also take care that the creature really is the same. A female tusk cat can have slightly different ratings than a male one, for example.)


I don't want to claim that it's working or not, but i've seen several contradicting reports, would be good to come to one coherent result, based on solid testing.








I agree. This type of testing is really needed.


The problem is that you probably need to test this against another player, where you can easily record both persons Accuracy and Defense numbers throughout the test.


I think the greatest trouble is that a lot of this testing is being done with double elite masters, where really speaking the +25 is only around a 10% increase which may not as you say produce any meaningful result in game. Whereas you get someone lower on the totem pole so to speak the +25 might be doubling their defense in some cases, which is far more noticeable.



-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
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